



Help understanding levels and roof appearance
The question: How do I make the roofs appear when a token is on ground level and disappear when entering the building?
I'm preparing for a campaign and have found a treasure trove of maps for the Drakkenheim thanks to u/Own-Tangerine-4288's great efforts (https://www.reddit.com/r/dungeonsofdrakkenheim/comments/1d08pco/dungeons\_of\_drakkenheim\_full\_map\_remaster/).
Now, these are typically divided into ground level and roof level, similarly to the example images. I'm new to Foundry and want to keep my tinkering with every map low so I'm exploring how I could find an easy workflow to get map up and running quickly. I'm running Foundry v14 and I've been trying to use Better Levels and Mass Edit by Baileywiki. It seems like this should have the options I need, but I can't for the life of me understand how I should set things up correctly.
The specific problem I have now is that roofs don't show for a token on ground level. The Better Level's example scene has solved this problem, so I'm sure it's somehow possible. Could anyone lend a hand?
My current workflow:
- Create a scene with two levels that both see each other
- Import the ground level tile and in Build mode define it as Floor. This sets up a lot of Tile config to set Overhead options and creates a surface on the whole tile
- Import the roof level tile and in Build mode define it as Roof. This again sets up Tile config and with Mass Edit defines a surface that tries to track the outline of the Roof drawing. It is a webp file that is blank where nothing is drawn, so the surfaces looks quite decent.
- Draw walls and windows etc. if I have enough time
My ambitions with Foundry isn't to get everything just right and spend a lot of time doing so, hence why I was seeking something like the above workflow.
So what am I missing here?